Noticed that the "Unseen" destiny appears to have a minor flaw in its lvl7 ability:

Level 7- The UnheardEven on your worst day, no one can catch you. Whenever you roll a natural 1 on a stealth check, treat it as if you had rolled a natural 20 instead. In addition, you may use the following utility talent:

Cover of Night - 1/DayFor the next 10 minutes, up to 6 allies may use your stealth modifier when making stealth checks instead of their own.

Cover of Night heavily relies on a character being min-maxed in stealth. If your allies can beat or match you in it (precision is a commonly used attribute, whether as a focus or "spare points dump"), it becomes rather useless, and can have a negligible in effect unless you go out of your way to put everything into stealth (18-20 value), which in itself is a pretty big investment for what you're supposed to be receiving.

Since stealth is a skill you are generally unable to change after you make your character, and destinies are picked at lvl4 (a lot of real-life time from lvl1), it makes most characters that want to be stealthy via the destiny forced to do it from level 1, or they lose some of their benefits from indecisiveness. An athletic/knowledgable/sense-focused character that wants the destiny to make stealth possible for them (due to low-average stealth values and limitation of attribute points, the only alternatives would be "stealth mode" or disguises) to lose out on a normally viable destiny option.

I think it should have an extra, alternate ability option to pick from, or a change to have it not rely on the stealth skill. All the other destinies can function fairly fine for most character "templates", whether through massive boosts, unreliance on any specific skill/attribute, or no-rolls functionality.

So here are two ideas to add as alternate abilities for the lvl7 Unseen destiny, as well as a slight rework of the current one:

Essence of Void:

Essence of Void - 1/DayYou conjure up an "Essence of Void" a small orb of nothingness, which exists for 10 minutes or until dismissed. The conjurer of the orb can choose to remotely disable its effects as well as unerringly hide or conceal it from any creature they desire. Creatures touching* or holding this orb become partially phased out of this dimension, gaining the following benefits:-"Untraceable"-"Undetectable"- 5 Nightwisps to use, within the orb's duration**,- The ability to 'phase' and move through other creatures (but not objects or other barriers and obstacles), without them noticing/detecting it.***

* Multiple creatures can touch the orb simultaneously, gaining its benefits along with its current holder. Hugs can be stealthy too!** Only 5 per creature - you can't gain more by repeatedly touching the orb.*** Unless they notice you from before, or you do it in a very obvious way.

With cat-like tread:

With cat-like tread - 1/DayFor the next 10 minutes, you may roll three times on all stealth checks, whilst your allies may roll two times on all stealth checks, picking either result.

Cover of Night -Rework:

Cover of Night - 1/DayFor the next 10 minutes, up to 6 allies may use your stealth modifier, one of your trained skills, or your cutie mark skill, instead of their own stealth modifiers.

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I think alternates would be the main way to go about it since Cover of Night would still be quite useful for those with the high stealth score. It feels really odd for them to use skills outside of stealth for that Destiny's purpose. I like With Cat-like Tread for it's simplicity. Your own description of Essence of Void has multiple sidebar notes.

I think tweaking the level 7 slightly so you choose between Cover of Darkness and With Cat-like Tread would work well. I'm all for having choices in the level 7 part of a destiny, and WCT is a nice, concise, and incredibly useful ability.